Because people hate, hate, hate mana screw. It's possibly the single most disliked thing about Magic. And they especially hate getting mana screwed so hard they have to mulligan down to 5 or less and effectively lose the game before it's begun. It's why susbsequent TCGs have either eliminated the possibility of mana screw entirely (e.g. Hearthstone) or at least made it dramatically harder to occur (Pokemon TCG). I saw Richard Garfield say in a lecture he was giving that he regrets the way the mana system created mana screw.Quote from Colt47 »What does the mulligan fix, and why is it better than the old way?
Not only is it not fun to be the player, it's not particularly fun to watch someone on coverage lose a game due to having to mulligan repeatedly.
Unfortunately, the mana system is so engrained in the game you can't truly fix mana screw. Ideas like giving people guaranteed lands don't work because unlike Hearthstone, the game's balance is based around not being guaranteed to make all your land drops. But they can at least try to make it feel less punishing and not "well, I lost the game before my turn even started", which this mulligan rule is trying to do.
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You've posted this same sentiment about every meta since the Twin ban. I honestly do not understand why you continue to play Modern when you've seemingly hated the format for the entirety of the last 3.5 years. Modern is in a healthy spot right now, with a generally self-policing meta and the ability for multiple strategies to cycle through Tier 1 status as new printings have created new decks or updated old ones.
I've also been playing Modern since before the Twin ban, and to say that the current format is anything like the GGT/Probe one is just absurd. That meta was problematic because the undisputed best decks either killed you on turn 2/3 (Infect and DS Zoo) with perfect information, or presented unbeatable inevitability that required a minimum of 4-6 sideboard cards to overcome (Dredge). The closest thing to that level of degeneracy currently seeing play is Neoform, which is still struggling to put up consistent results and is not even close to the meta share that those three decks occupied at that time.
If you knew, for certain, beyond a shadow of a doubt that Twin was never being unbanned, would you actually still be playing the format? It really just seems like you're always just hoping for a Twin unban, and literally nothing else is worth considering.
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As a long time Shadow player I have also occasionally switched to BG when I felt like I just needed a break from the micro-management.
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The Prowess Shadow list is really interesting, but I'm not sure what matchups its solving vs a more traditional Traverse list.
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I love Fulminator Mage. I used to be a lot less excited about it, but years of seeing how Reid Duke uses it really changed the way I view the card. I consider 3 the minimum in straight Jund Shadow, but I can talk about why I like the full 4 right now:
I lose more matchups against GDS, Jund, and U/W/x because of not being able to play my cards on time than for any other single reason, so I've gotten into the habit of using my first Traverse very aggressively for lands if I think I won't make my third land drop. I think that this is a distinct advantage against GDS, where some hands can struggle to make their first 3 land drops in a timely manner.
I have a hard time calling 3 EE anything other than poor deck building, especially in this deck. GDS runs it because they have no other way to interact with enchantments, I don't really think it solves problems for JDS.
I've actually felt the loss of Ghor-Clan Rampager a bit, and have considered a 3rd TBR in the sideboard. It's all just meta dependent, though. Not a fan of CB in the main at all.
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As far as your GDS question, that's not a way to sideboard that I've explored, but it's an interesting angle. I think the bigger issue is that it seems like cutting Mishra's Bauble is an attempt to improve your top-decks in the late game, but that's completely at odds with keeping Battle Rages in. I'm pretty sure my lists punish that kind of sideboard strategy very hard, because they have access to so much removal.
I've actually started boarding in Fulminators against GDS because of how much they can stumble on mana. With that particular list, I boarded like this:
-2 Temur Battle Rage
-2 Street Wraith
-2 Inquisition of Kozilek
+2 Assassin's Trophy
+2 Liliana, the Last Hope
+2 Fulminator Mage
I think that on the play, you could also argue for cutting a third Street Wraith for a 3rd Fulminator, which I believe I did in the second IQ I top 8ed.
I'm not sure if I would have double blocked there, did you have any other cards in hand?
This is the list I'm looking to test moving forward:
1x Blood Crypt
4x Bloodstained Mire
1x Forest
2x Overgrown Tomb
1x Stomping Ground
1x Swamp
4x Verdant Catacombs
4x Wooded Foothills
Artifact (4)
4x Mishra's Bauble
Instant (10)
2x Assassin's Trophy
4x Fatal Push
2x Tarfire
2x Temur Battle Rage
4x Inquisition of Kozilek
4x Thoughtseize
4x Traverse the Ulvenwald
Creature (12)
4x Death's Shadow
4x Street Wraith
4x Tarmogoyf
Planeswalker (4)
3x Liliana of the Veil
1x Liliana, the Last Hope
2x Anger of the Gods
1x Assassin's Trophy
3x Collective Brutality
4x Fulminator Mage
1x Liliana, the Last Hope
2x Surgical Extraction
2x Terminate
No big changes, just some minor tweaks and moving things between the main/side boards. I'm really unexcited about playing the 3rd Brutality, but Burn seems to do well against Izzet Phoenix so I don't want to be unprepared. At the same time, I don't really need a third Brutality in any other matchups, so I'm considering something like Duress instead, which is a bit worse against Burn but more generally useful than the third Brutality. I'm also wondering if I should give Scavenging Ooze another shot.
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It's funny, because when I first switched to Grixis from 5-Color (before Grixis adopted Baubles) I felt exactly the opposite, that Grixis was so much easier to play because there were less micro-decisions that could come back to haunt me. That scale has definitely shifted now, and I find the Jund version much easier to pilot.
I have pretty differing sideboard philosophies for Jund vs 4C. With 4C, when going to sideboard I primarily think about how I want to interact with my opponent, since I can interact with them/their stuff in every way possible. I think that finding the right balance of discard, countermagic, removal, land hate, and graveyard hate post-board across all of your matchups is the biggest learning curve that 4C has. In general, I felt like when I had a well-built sideboard and knew how much of each kind of interaction I wanted (and didn't lose to my mana base) my winrate against more linear decks was very high.
I'm still learning how to sideboard with Jund Shadow, but in general I think of the deck as having two complimentary halves. There's the "Jund" half, with Inquisition, Tarmogoyf, Liliana of the Veil, and all of the removal. Then there's the "Shadow" half, with Thoughtseize, Death's Shadow, and Street Wraith. In general, I find that I like to lean on the Jund half for fair matchups (Izzet Phoenix, U/W/x, B/G/x, Shadow mirrors, Burn, and most creature decks), and the Shadow half for unfair matchups (KCI, Tron, Dredge, Hollow One). Independent of either strategy are cards like Traverse the Ulvenwald and Mishra's Bauble, which are just cogs in the machine that make it easier to execute either strategy and find the correct threat for the matchup.
The flexibility to transition up and down the agro/control -> midrange scale is a commonly praised hallmark of Grixis Shadow, and while I think it's not possible for 4 color to effectively do the same thing, Jund Shadow is very much able to move up and down that scale, as well. That flexibility is the core of why I think both 3 color versions are superior to the 4 color one. I think that the decks do it differently, though, with Grixis more dependent on using its sideboard to move up and down the scale, while Jund Shadow is less dependent on its sideboard (and less helped by it) and more dependent on adjusting the way you're actually playing in-game. I typically play to the Jund half by being more conservative with my life total and boarding out a couple of Street Wraiths. I will often fetch basics early on against U/R decks like Blue Moon and Izzet Phoenix, because if you don't give them the chance to burn you out its actually pretty hard for them to win because they do such a poor job of killing your creatures. In these matchups, I treat Death's Shadow as more of an insurance policy to guarantee that my opponent won't be able to out-race me, and don't worry too much about powering them out early.
I've actually been thinking about recording a deck tech and a couple leagues and putting them up on Youtube, because I don't see anyone else talking about this deck the way I think of it.
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1x Blood Crypt
4x Bloodstained Mire
1x Forest
2x Overgrown Tomb
1x Stomping Ground
1x Swamp
4x Verdant Catacombs
4x Wooded Foothills
Artifact (4)
4x Mishra's Bauble
Planeswalker (3)
3x Liliana of the Veil
Instant (10)
3x Fatal Push
1x Kolaghan's Command
2x Tarfire
2x Temur Battle Rage
2x Terminate
4x Death's Shadow
1x Ghor-Clan Rampager
4x Street Wraith
4x Tarmogoyf
Sorcery (12)
4x Inquisition of Kozilek
4x Thoughtseize
4x Traverse the Ulvenwald
2x Abrade
2x Assassin's Trophy
2x Collective Brutality
3x Fulminator Mage
1x Languish
2x Liliana, the Last Hope
3x Surgical Extraction
After Peter Hollman won his SCG Open on 4-Color Shadow, I was interested in giving the archetype another try after spending most of this year on Grixis. I've historically had better results on Traverse than Grixis, but with Grixis being the accepted "better" deck that just seemed like the one you were supposed to play. Returning to Traverse reminded me of a few things I'd somewhat forgotten:
- Tarmogoyf is a great Magic card
- Consistently deploying a threat on turn 2 is a big deal in a lot of matchups
- The Jund removal suite is still amazing
- The 4-Color mana base is a huge liability over a 3 color one
I hate losing games of Magic because I can't cast my spells. The inconsistency of the 5-Color Traverse manabase was the reason I originally switched to Grixis, and while the 4 color manabase is more consistent than 5 color, you will still lose some number of games because you either drew the wrong spells to go with your lands, you had to take too much damage getting all of your colors online, or your lands produced a combination of mana that's too restrictive on your given hand. These are issues that the 3 color versions of the deck very rarely encounter, and the power level of all of the Shadow decks is so high that just being able to cast your spells when you want to is going to win a lot of games. For that reason, I wanted to explore just how necessary Stubborn Denial is, and determine if just straight Jund would be a viable alternative to Grixis.
My testing on MTGO showed that I was definitely making some matchups more difficult by not running Stub, namely Burn and Jeskai. However, the matches I lost to both decks were in part to mistakes made in sideboarding (forgetting to bring in Abrade against Burn in case of Ensnaring Bridge), or partially due to play error. While I think both decks aren't great matchups, I think that they're still winnable and you have several avenues to victory in both of them. Aside from that, I felt like my matchups against land-based decks (Tron, Valakut, Amulet) got substantially better because I had 5 ways to interact with their lands, and 3 Surgicals to seal the game from there. Running more Liliana of the Veil made my fair matchups a bit better, and having consistent access to my colors and an improved removal suite made my creature-based matchups better.
I arrived at the above list after a few iterations on the sideboard, and while it's mostly stock I did take a few liberties:
- No Dismember, 2 Terminate - I like Dismember in Grixis because they need to cast multiple spells a turn and the difference between 1 and 2 mana in that deck is enormous. However, Traverse (4 color and Jund) tends to only play 1 or 2 spells a turn because it doesn't play many cantrips, so I think you can afford to spend an extra mana to upgrade to the ability to kill anything through regeneration. This is a tougher sell in 4 color because of Terminate's mana requirements, so this feels like a real draw to Jund.
- 3 Liliana of the Veil - The way people rag on her sometimes, you'd wonder why we even play her. I think LotV is incredible in this deck because of the way Jund Shadow likes to exchange resources. While she usually isn't the MVP against Spirits or Tron, she's an important role player and there are still multiple decks that struggle a lot to deal with a resolved Liliana. In particular, she swings the Grixis Shadow matchup by a huge margin if she resolves. The store the tournament was at is my LGS, and knowing that people usually play fair decks at the IQs I felt confident that I'd want 3.
- No Anger of the Gods, 1 Languish - The short answer is, you just don't need it. My build has access to such an absurd amount of single-target removal, I would often find myself casting my Angers to answer a single threat anyway. Given that, I felt that I could go down to only 1 sweeper, and since I have 3 Surgicals I felt like it didn't need to be an Anger. I think the logic behind Languish in this deck is pretty reasonable, and it's exactly the kind of card I like as a 1-of in my sideboard.
The Tournament
So all in all, the Jund version of the deck didn't seem strictly worse than 4-Color, and I took the above list to play yesterday. It was a pretty light turnout of 32 people, which was good for 5 rounds.
Round 1- Hardened Scales (2-0, 1-0 overall)
I think Hardened Scales is slightly in our favor, the same way traditional Affinity was slightly in Jund's. They have hands that can just invalidate your ability to interact, but for the most part you can kill the things that matter and attack past the remains. My strategy in this matchup is exactly that, focusing my discard and removal on their creatures, establishing a threat, and just tempoing them out of the game because they can't profitably block. This was what I did to win game 1. Hardened Scales itself can sometimes be a liability for them, as drawing too many can leave them too threat-light to actual take advantage of the payoff. My opponent ran into that issue in game 2, where he had 3 Hardened Scales in play but was drawing creatures so in-frequently that I was able to answer all of them. Unfortunately, I could answer everything because I was drawing nothing but removal, and on turn 5 I resolved Ghor-Clan Rampager and finally got my clock on. Rampager would end up dealing all 20 points of damage to my opponent, though I would eventually draw other threats that my opponent was just forced to chump block.
Sideboard
-3 Liliana of the Veil
-2 Street Wraith
+2 Abrade
+2 Assassin's Trophy
+1 Languish
Your main deck already does pretty much everything you want to be doing in this matchup, so I just like to cut Liliana and make myself a little less vulnerable to Walking Ballista.
Intermission - At this point I walked around to see what everyone was playing, and I didn't see a single person on KCI, Spirits, or Humans. Instead, every other seat had somebody playing Jeskai or Jund. While I expected a more fair meta, the end result was even more extreme than I anticipated, and I found myself wondering if I should have played a Choke instead of the second Liliana, the Last Hope after all. At this point, I also noticed another person on Death's Shadow with 4 colors and some very pretty foils, and after his match finished up I got to meet Spsiegel1987 in person for the first time, which was cool. The world's a real small place.
Round 2 - Storm (2-0, 2-0 overall)
While not as decisive a matchup as Grixis Shadow vs Storm, Storm is nevertheless a matchup I'm happy to see. There's really not even much to say because both games played out exactly the way they're supposed to, with me stripping his hand and then beating down with a big idiot. Liliana was key in both games, and I think that without Stubborn Denial you really have to be careful how many you cut because of matchups like this one.
Sideboard
-1 Kolaghan's Command
-2 Terminate
-1 Fatal Push
-1 Street Wraith
-1 Liliana of the Veil
+2 Collective Brutality
+1 Languish
+3 Surgical Extraction
The above is what I did on the draw, on the play I would remove a second Street Wraith and leave in the third Liliana. On the draw though, tapping out for her can sometimes be risky.
Round 3 - Blue Moon (2-1, 3-0 overall)
Historically, the U/R color pair in Modern has had difficultly dealing with Tarmogoyf. My strategy in this matchup is actually to play very conservatively with my life total and leverage the power of Tarmogoyf to push damage through. I like to go really long against Blue Moon because their answers line up so poorly with your threats, while you can discard their Jace's and force them to attempt the very difficult dance of burning you out without getting punished by Death's Shadow. You can't go that long if you shock yourself too much, so I actually fetch a lot of tapped shock lands in this matchup, I ended game 2 at 14 life and Game 3 at 11.
Going into this round, I knew my opponent was on a U/R deck that included Crackling Drake, so naturally I put him on Izzet Phoenix. I was able to leverage discard into multiple Death's Shadows early on, but ended up being too aggressive with my life total in turns 1/2 (before I realized he was on Moon and not Phoenix), and ended up giving him a window to burn me out, which he gladly took. Games 2 and 3 both played out the same way, with me fetching early Swamp and Forest and curving discard into Tarmogoyfs while keeping my life total high. I think I cast a single Death's Shadow in both sideboarded games. I was also able to land Lilianas in both games, which is another historically difficult card for U/R to deal with. Overall, the half of your deck that you share with traditional Jund does all of the heavy lifting in this matchup, so there's really no need to take the deal that Death's Shadow offers.
Sideboard
-2 Street Wraith
-1 Fatal Push
-1 Kolaghan's Command
+2 Assassin's Trophy
+2 Collective Brutality
I like trimming a bit on my removal, but I knew my opponent was on Crackling Drake and also thought it would be reasonable for them to bring in Thing in the Ice, so I didn't go too nuts. That read turned out to be correct, and for game 3 I brought the third Fatal Push back in and took out the second Brutality. I don't think K-Command really does anything, since it doesn't kill their creatures and they don't kill yours, and I like making myself a little harder to burn out.
Intermission - Pairings go up and I'm the first seed, with 2 other people at 3-0, and one person with 7 points. So if I get paired against the other 3-0 I'm very likely to be able to double draw into top 8, but one of us is going to get paired down.
Round 4- G Tron (2-0, 4-0 overall)
I got paired down. Fortunately, Tron is one of the decks that my build just steamrolls if I don't get punked out by a turn 3 Wurmcoil. I honestly don't remember a ton about this match because my other match against Tron in top 8 was so much more memorable. I did keep an interesting hand in game 2 of Inquisition, Tarmogoyf, Battle Rage, 2 Street Wraith, 2 fetchlands. My reasoning was that I had all of the aggression I could want, and if Street Wraith found any sort of relevant interaction I had a very good shot at winning, and if it found another threat then I could guarantee a turn 4 kill. I almost got punished by a turn 3 Karn, but one of those Wraiths found me a Thoughtseize on my turn 2 and I was able to close from there.
Sideboard
-3 Fatal Push
-1 Kolaghan's Command
-2 Terminate
-3 Liliana of the Veil
-1 Ghor-Clan Rampager
+2 Abrade
+2 Assassin's Trophy
+3 Fulminator Mage
+3 Surgical Extraction
It always feels good to board in 2/3 of your sideboard. My plan is to interact with my opponent's lands while Tarmogoyf invites them to sign the match slip, so everything that doesn't further that comes out.
Round 5 - U/W Control (ID, 4-0-1 overall)
I could not draw this match fast enough. I strongly believe that U/W and Jeskai are the worst matchups for this deck, so I was happy to avoid playing the matchup yet and hope that he ended up on the other side of the top 8 bracket. I grabbed a much needed power nap in my car while waiting for the round to finish.
Intermission - I'm first seed going into top 8 playing a deck with 8 discard spells. Today will be my day!
Quarterfinals - Tron (2-0, 5-0-1 overall)
The same opponent I faced in round 4, he was able to just barely squeak into top 8. Game 1 we both end up mulliganing to 5, but oh boy what a 5 I had - Death's Shadow, Death's Shadow, Thoughtseize, fetchland, Overgrown Tomb. My scry shows a Street Wraith, and I'm starting to think this deck might be good. Combining the above with a Tarfire to my face puts my opponent to 6 on my turn 3, and we go to game 2. Unfortunately, my opponent mulligans to 5 and I keep the nuts on 7, with 2 fetchlands, Shadow, Surgical, Fulminator, Assassin's Trophy, and Thoughtseize. My cards do what they do and my opponent never really gets a chance, but does put up a great fight for a mull to 5. The reason I have so many cards for this matchup is because even when it mulligans, it will still beat you if you fail to interact with it enough. Also notable from this game was my opponent boarding in Surgical Extraction as a way to counter my Surgicals, which he did do. While it didn't save him in that game, it was something I hadn't previously considered, and might make me reconsider waiting until my opponent's draw step to Surgical a Tron piece unless I know that the coast is clear.
Sideboard
Same as before.
Semifinals - Jeskai Control (1-2, 5-1-1 overall)
Ah crap. I think that Jeskai is the single hardest matchup for Jund Shadow, slightly edging out U/W because of their ability to burn you out. Against U/W, you can buy a lot of time by interacting with their threats via discard, Fulminator Mage, and Assassin's Trophy, and they really can't do a ton to punish you for going too low on life. However, they'll pretty much always have more threats than you have answers, so eventually something will usually stick and end the game in their favor. Jeskai can also do this, but they have the added option of burning you out. We can't interact on the stack, so this gives them some very real inevitability, especially in game 1. This is largely how my game 1 plays out, with me drawing few creatures but managing to get a Liliana into play. She starts ticking up, and my opponent lands a Teferi. Both planeswalkers stayed in play for something like 7 turns, with Teferi -3ing multiple times while my opponent tries to stave off a Liliana ult with burn. This is another area where Jeskai is harder than U/W, because U/W has very few answers to a resolved planeswalker in game 1. Eventually, my opponent is able to pull ahead with Teferi and Hieroglyphic Illumination, and I concede. Game 2 was the idiot parade, and steady stream of Tarmogoyfs had my opponent dead very quickly. Game 3 I was able to come out of the gate swinging with discard into Tarmogoyf while my opponent was dealing with mana problems. However, my opponent was able to answer the Goyf and I ended up flooding pretty badly, which gave him time to fix his mana and find a Geist of St. Traft, which then closed the game.
Sideboard
-2 Street Wraith
-3 Fatal Push
-2 Temur Battle Rage
+2 Assassin's Trophy
+3 Fulminator Mage
+2 Liliana, the Last Hope
I actually think I boarded incorrectly here. In addition to the above, I heavily weighed cutting my 2 Tarfires for 2 Collective Brutality. I decided not to because Tarfire can clean up a Jace or Teferi that's had to immediately minus, but I think this is incorrect. I think that being able to strip their answers and have an extra tool in balancing my life total is worth more than being able to answer a more specific scenario in the matchup. In the future I'll also look to -2 Tarfire and +2 Collective Brutality.
Overall I had a lot of fun, the deck was straight fire. I felt extremely in control of all of my matchups except for Jeskai, which, while one of the deck's worst matchups, is still very winnable. The only matchup where I might have been happy to have Stubborn Denial was Jeskai, and even then I think that I would turn to something like Choke first.
Jund vs Grixis vs 4-Color
At this point, I think that Jund and Grixis are both great choices, and I would not play 4 color. My reasoning comes down to consistency, both in playstyle and in execution.
Jund Shadow plays like an extreme version of traditional Jund, and can win games by trading resources 1-for-1 to get into a top deck war because your individual cards either answer theirs or are more powerful. Jund Shadow's creatures are enormous (my Tarmogoyfs yesterday routinely had 5 or 6 power), and will typically outmuscle anything else on the battlefield. This all enables Jund Shadow to play a midrange game that is both highly proactive and interactive, and at the same level of mana efficiency as the top linear decks of the format.
If Jund Shadow is the version of the deck that put all of its points into Strength, Grixis is the one that put them all into Dexterity. While Jund Shadow generally just bulldozes its way through games, Grixis takes a more refined approach with even higher mana efficiency and the ability to interact in the only way Jund Shadow can't, the stack. This allows it to play a more tempo-oriented game, with early discard spells clearing the way to resolve a key threat. They'll then typically ride this single threat to victory, using a combination of discard, removal, and countermagic to prevent the opponent from mounting a counterattack. This flexibility comes at a cost though, and while Grixis is better at protecting its threats than Jund, it's worse at consistently finding and deploying them.
I'm sure you're all aware of all of this, but the reason I'm spelling it out here is to highlight that these decks do have somewhat different plans, even if a lot of the cards are the same. These different plans inform the subtle differences in how you play both decks, and in some of the card choices. The 4-Color version of the deck tries to allow for both, and offers the ability to both out-muscle and out-tempo your opponent with the best cards the archetype has to offer. However, this flexibility comes at the cost of consistency. The 4th color isn't free in a deck running 18 lands, and having to decide which of your colors you're just not going to have access to for the foreseeable future is a common enough occurrence. Additionally, the deck plays cards that serve very conflicting gameplans. Liliana of the Veil typically does not pair well with countermagic, and Tarmogoyf costing 2 mana can sometimes mean you won't be able to hold up a Stubborn Denial to protect it. Additionally, Tarmogoyf isn't always guaranteed to turn on Stubborn Denial. I think that the power level and efficiency of both 3-color versions of the deck is so high that your best chance at winning is to just embrace what your deck wants to do. I don't think the addition of Stubborn Denial wins enough games to offset the fail rate that it introduces to the deck.
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